Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
We already have sales for that... many times each year!
lower price = more buyers = more money to developer. Now how does that not benifit the developer?
It doesn't work that way. Lower price doesn't automatically give you more money just because there are more buyers, you need to find a pivot.
For example, if a game costs $30 and 100 people buy it, you have sold for $3000. Lower the price by 50%, to $15. You now need 200 people to buy the game to make $3000. A price reduction likely isn't gonna give you 100% more buyers, but maybe 30% more? I mean, the people who really wants the game probably would buy it anyway. Maybe a few were swayed by price, but probably not that many.
So, lower the price by 50%, but increase buyers by 30% (and I think that's a high estimate), in the end you're gonna lose a lot of money on that decision. $15 * 130 people gets you $1950, so you lost 35% of the potential money.
Take that to its logical conclusion - why don't developers just charge $1 for everything?
Actually that's been demonstrated pretty well on mobile platforms - the only way anyone makes any money is if they get lucky and happen to be the next 10,000,000-unit-selling fad, or far more commonly, if they abandon that pricing model altogether, and built their games entirely around tedious drawn-out grind laced with compulsion-loops, to attempt to addict a handful of people (/"whales") into throwing thousands of dollars into microtransactions just to progress.
Lower price = race-to-the-bottom. There's a reason why Steam sales changed over time - the early ones were crazy fire-sales where you could often pick up recent major releases for 75/80%-off, but everyone just waited for that exclusively, and the bottom started to drop out of the PC market to the extent that a lot of developer started going out of business.
Ignoring the triple-A industry entirely, when talking about indie developers, lower prices mean worse and/or fewer games.
(...none of this applies to EA/Ubisoft types of course, who will bleed as much money out of people as they can get away with to please their investors, and whose prices and business models are frequently obnoxious and insulting.)
Support indie devs... don't nickel-and-dime them.